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Game Research, and What it Means to You 11
by Jason Allaire, Anne McLaughlin [07.24.12]
In this new feature, two researchers at North Caroline State University share research that's been done on how games improve the lives of players, and chart a path toward game companies conducting their own -- complete with practical suggestions.

The Guts of Gearbox 6
by Christian Nutt [07.23.12]
How does a developer make strong creative bets and win? How do you stand out from the crowd and blend RPG mechanics with a shooter and comic book flair? President Randy Pitchford explains.
Business/Marketing, Design, Interview

Our Top 30 Developers 5
by Staff [07.21.12]
Game Developer and Gamasutra editors have teamed up to list our top 30 developers of the past 12 months, from the indies to the big boys. This honor is reserved for teams of developers who are doing something new, something different, something better -- or, more often than not, all of the above.

Not Really Artists: The Creative Team Behind Dishonored 8
by Christian Nutt [07.20.12]
Harvey Smith and Raf Colantonio talk to Gamasutra about the kind of game they want to make, and why; they also talk about why games such as theirs center around violence and conflict; designing for emergent gameplay.
Design, Interview

The Great Catch: Becoming the Artist You Should Be 21
by Audran Guerard [07.19.12]
In this extensive and inspirational feature, Electronic Arts' Audran Guerard, an art director at EA Shanghai, explores what it truly takes to learn and grow as an artist -- and to create works that have meaning and interest for the players of your games.

Creating Audio That Matters 2
by Caleb Bridge [07.17.12]
What goes into the creation of audio that really sticks with players and brings more to the game? Dead Space 2's J White, Limbo's Martin Stig Andersen, and One Single Life's Thom Kellar explore the issue across three very different titles.

What The Witcher Taught CD Projekt About RPGs 14
by Tom Curtis [07.16.12]
The team at CD Projekt RED has made a name for itself as a top-tier RPG developer with the release of the The Witcher 2, and as it moves into Cyberpunk the joint CEO and studio head reflect.
Design, Interview

Staying Triple-A: How Big Independent Studios are Turning to Mobile and Social 3
by Michael Thomsen [07.13.12]
In this feature, Gamasutra speaks to Insomniac's Ted Price, David Jaffe, and more, to find out how and why these developers with a lot of console experience are turning to new markets to make the best of their craft.
Business/Marketing, Interview, Indie, Social/Online, Smartphone/Tablet

Scaling a Physics Engine to Millions of Players 10
by Kevin He [07.12.12]
An ex-Blizzard physics and networking lead for online game Roblox shares the secrets of how the Lego-like building game simulates rigid bodies for millions of players at a time -- without losing either performance or fun.
Programming, Social/Online

The Erosion of Creative Freedom? The Battle over Publicity Rights 18
by Greg Lastowka [07.11.12]
Rutgers professor and lawyer Greg Lastowka explains why he believes that EA should prevail in its case against Rutgers quarterback Ryan Hart, who's suing the company because his likeness has appeared in NCAA Football -- and the considers the broad implications of a loss or a win for Hart.